e-ISSN 2231-8526
ISSN 0128-7680
Lei Wang, Miao Huang and Julina Binti Ismail@Kamal
Pertanika Journal of Science & Technology, Volume 32, Issue 2, June 2024
DOI: https://doi.org/10.47836/pjssh.32.2.03
Keywords: Coding education, gamification, low-cost, role-playing, reward, unplugged
Published on: 28 June 2024
Coding education has become a compulsory course for cultivating children’s computational thinking, and its tools in a gamification context can further enhance children’s learning enthusiasm. Through the literature review, the researchers identified gamification, unplugging, and low cost as important design requirements for children’s coding education tools. In order to verify the effectiveness of teaching design, this study specially developed a gamified coding education tool, “Coding Adventure,” which allows child learners to take on gamified roles in real-life scenarios and use instruction cards to complete tasks. While testing the prototype in the on-site teaching environment, the researchers invited 12 kindergarten and elementary school teachers to observe the testing process. Then, they formed a focus group discussion to obtain their feedback on the education tool using MAXQDA software for qualitative analysis. According to the results, teacher participants generally recognize the design concepts of gamification, unplugging, and low-cost, and believe that role-playing and rewards in gamification, as well as the use of safe and simple materials to match the existing teaching environment of the school, are successful design innovations. In addition, gamified storytelling has also been proven to enhance students’ team communication using this prototype. Overall, this study proves the effectiveness of the design concepts of gamification, unplugged and low cost on the perceived usefulness and ease of use of the coding education tool system under the Technology Acceptance Model theory framework. These student-centered design concepts will provide valuable experience for the further development of unplugged coding education tools.
Alves, N. D. C., Von Wangenheim, C. G., & Hauck, J. C. (2019). Approaches to assess computational thinking competences based on code analysis in K-12 education: A systematic mapping study. Informatics in Education, 18(1), Article 17. https://doi.org/10.15388/infedu.2019.02
Amron, M. T., & Noh, N. M. (2021). Technology acceptance model (TAM) for analysing cloud computing acceptance in higher education institution (HEI). Proceedings of IOP Conference Series: Materials Science and Engineering, 1176(1), Article 012036. https://doi.org/10.1088/1757-899X/1176/1/012036
Arfé, B., Vardanega, T., & Ronconi, L. (2020). The effects of coding on children’s planning and inhibition skills. Computers & Education, 148, Article 103807. https://doi.org/10.1016/j.compedu.2020.103807
Babić, S., & Čičin-Šain, M. (2023). Teacher’s motivation for applying the unplugged mema method for early programming teaching. 2023 46th MIPRO ICT and Electronics Convention (MIPRO) (pp. 926-929). Institute of Electrical and Electronics Engineering. https://doi.org/10.23919/MIPRO57284.2023.10159857
Bai, B., Wang, J., & Chai, C. S. (2021). Understanding Hong Kong primary school English teachers’ continuance intention to teach with ICT. Computer Assisted Language Learning, 34(4), 528-551. https://doi.org/10.1080/09588221.2019.1627459
Bers, M. U., González-González, C., & Armas-Torres, M. B. (2019). Coding as a playground: Promoting positive learning experiences in childhood classrooms. Computers & Education, 138, 130-145. https://doi.org/10.1016/j.compedu.2019.04.013
Bettayeb, H., Alshurideh, M. T., & Al Kurdi, B. (2020). The effectiveness of mobile learning in UAE universities: A systematic review of motivation, self-efficacy, usability and usefulness. International Journal of Control and Automation, 13(2), 1558-1579.
Bourjaili-Radi, O. (2020). Language and electronic medium skills development through autonomous and ideological practices. In D. Ifenthaler, D. G. Sampson & P. Isaias (Eds.), Technology Supported Innovations in School Education (pp. 33-50). Springer. https://doi.org/10.1007/978-3-030-48194-0_3
Bovermann, K., & Bastiaens, T. J. (2020). Towards a motivational design? Connecting gamification user types and online learning activities. Research and Practice in Technology Enhanced Learning, 15(1), 1-18. https://doi.org/10.1186/s41039-019-0121-4
Brackmann, C. P., Barone, D. A. C., Boucinha, R. M., & Reichert, J. (2019). Development of computational thinking in Brazilian schools with social and economic vulnerability: How to teach computer science without machines. International Journal for Innovation Education and Research, 7(4), 79-96. https://doi.org/10.31686/ijier.Vol7.Iss4.1390
Çakır, R., Korkmaz, Ö., İdil, Ö., & Erdoğmuş, F. U. (2021). The effect of robotic coding education on preschoolers’ problem solving and creative thinking skills. Thinking Skills and Creativity, 40, Article 100812. https://doi.org/10.1016/j.tsc.2021.100812
Campos, A., Rodrigues, M., Amorim, M., & Signoretti, A. (2019). Designing interactive tools for learning in the digital age. In A. Reyes-Munoz, P. Zheng, D. Crawford & V. Callaghan (Eds.), Proceedings of EAI International Conference on Technology, Innovation, Entrepreneurship and Education: TIE’2017 (pp. 109-119). Springer. https://doi.org/10.1007/978-3-030-02242-6_9
Cao, C. (2023). Leveraging large language model and story-based gamification in intelligent tutoring system to scaffold introductory programming courses: A design-based research Study. Proceedings of 28th International Conference on Intelligent User Interfaces (IUI’23 Companion) (pp. 1-5). Cornell University. https://doi.org/10.48550/arXiv.2302.12834
Chen, P., Yang, D., Metwally, A. H. S., Lavonen, J., & Wang, X. (2023). Fostering computational thinking through unplugged activities: A systematic literature review and meta-analysis. International Journal of STEM Education, 10(1), Article 47. https://doi.org/10.1186/s40594-023-00434-7
Davis, F. D. (1985). A technology acceptance model for empirically testing new end-user information systems: Theory and results [Doctoral dissertation, Massachusetts Institute of Technology]. DSpace@MIT. https://dspace.mit.edu/bitstream/handle/1721.1/15192/14927137-MIT.pdf
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS quarterly, 13(3), 319-340. https://doi.org/10.2307/249008
Davis, F. D. (1993). User acceptance of information technology: System characteristics, user perceptions and behavioral impacts. International journal of man-machine studies, 38(3), 475-487. https://doi.org/10.1006/imms.1993.1022
Demir, Ü. (2021). The effect of unplugged coding education for special education students on problem-solving skills. International Journal of Computer Science Education in Schools, 4(3), 3-30. https://doi.org/10.21585/ijcses.v4i3.95
Dhahak, K., & Huseynov, F. (2020). The influence of gamification on online consumers’ attitude and intention to purchase fast moving consumer goods. Business & Economics Research Journal, 11(3), 769-791. https://doi.org/10.20409/berj.2020.281
Folgieri, R., Vanutelli, M. E., Galbiati, P. D. V., & Lucchiari, C. (2019). Gamification and coding to engage primary school students in learning mathematics: A case study. Proceedings of the 11th International Conference on Computer Supported Education, 1, 506-513. https://doi.org/10.5220/0007800105060513
Fu, C., Hao, X., Shi, D., Wang, L., & Geng, F. (2023). Effect of coding learning on the computational thinking of young Chinese children: Based on the three-dimensional framework. Education and Information Technologies, 28(11), https://doi.org/10.1007/s10639-023-11807-4
Gui, Y., Zhao, F., & Hoyt, E. (2019). Gamification in mobile application development education. Proceedings of HCI in Games: First International Conference, HCI-Games 2019, 21, 404-413. https://doi.org/10.1007/978-3-030-22602-2_30
Hasan, Ã., Kanbul, S., & Ozdamli, F. (2018). Effects of the gamification supported flipped classroom model on the attitudes and opinions regarding game-coding education. International Journal of Emerging Technologies in Learning (iJET), 13(1), 109-123. https://doi.org/10.3991/ijet.v13i01.7634
Heljakka, K., Ihamäki, P., Tuomi, P., & Saarikoski, P. (2019). Gamified coding: Toy robots and playful learning in early education. Proceedings of 2019 International Conference on Computational Science and Computational Intelligence (CSCI) (pp. 800-805). Institute of Electrical and Electronics Engineering. https://doi.org/10.1109/CSCI49370.2019.00152
Huang, W., & Looi, C. K. (2021). A critical review of literature on “unplugged” pedagogies in K-12 computer science and computational thinking education. Computer Science Education, 31(1), 83-111. https://doi.org/10.1080/08993408.2020.1789411
Hufad, A., Faturrohman, M., & Rusdiyani, I. (2021). Unplugged coding activities for early childhood problem-solving skills. Jurnal Pendidikan Usia Dini, 15(1), 121-140. https://doi.org/10.21009/JPUD.151.07
Im, H., & Rogers, C. (2021). Draw2Code: Low-Cost tangible programming for creating ar animations. Proceedings of Interaction Design and Children (pp. 427-432). Association for Computing Machinery. https://doi.org/10.1145/3459990.3465189
Israel-Fishelson, R., & Hershkovitz, A. (2022). Studying interrelations of computational thinking and creativity: A scoping review (2011–2020). Computers & Education, 176, Article 104353. https://doi.org/10.1016/j.compedu.2021.104353
Jasutė, E. (2020). Computational thinking unplugged in CS middle class lessons in Lithuania. Proceedings of International Teacher Forum on International Conference on Computational Thinking Education 2020 (p. 11). The Education University of Hong Kong. https://cte-stem2021.nie.edu.sg/assets/docs/proceedings/teacher_forum-2020.pdf#page=19
Jiang, H., Chugh, R., Turnbull, D., Wang, X., & Chen, S. (2022). Modeling the impact of intrinsic coding interest on STEM career interest: evidence from senior high school students in two large Chinese cities. Education and Information Technologies, 28, 2639-2659. https://doi.org/10.1007/s10639-022-11277-0
Kamarudin, N. A., Ikram, R. R. R., Azman, F. N., Ahmad, S. S. S., & Zainuddin, D. (2022). A study of the effects of short-term ai coding course with gamification elements on students’ cognitive mental health. TEM Journal, 11(4), 1854-1862. https://doi.org/10.18421/TEM114-53
Kerestes, R., Clark, R., & Wu, Z. (2021). Enhanced student engagement through teamwork, gamification, and diversity & inclusion best practices in an electromagnetics course. Proceedings of 2021 IEEE Frontiers in Education Conference (FIE) (pp. 1-6). Institute of Electrical and Electronics Engineering. https://doi.org/10.1109/FIE49875.2021.9637476
Kiliç, S., & Gökoglu, S. (2022). Exploring the usability of virtual robotics programming curriculum for robotics programming teaching. Informatics in Education, 21(3), 523-540. https://doi.org/10.15388/infedu.2022.20
Kim, G. H. (2019). A learning model for software coding education. Journal of Problem-Based Learning, 6(2), 67-75. https://doi.org/10.24313/jpbl.2019.00164
Klock, A. C. T., Gasparini, I., Pimenta, M. S., & Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144, Article 102495. https://doi.org/10.1016/j.ijhcs.2020.102495
Krath, J., Schürmann, L., & Von Korflesch, H. F. (2021). Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior, 125, Article 106963. https://doi.org/10.1016/j.chb.2021.106963
Lee, J., & Junoh, J. (2019). Implementing unplugged coding activities in early childhood classrooms. Early Childhood Education Journal, 47, 709-716. https://doi.org/10.1007/s10643-019-00967-z
Lin, C. P., Yang, S. J., Lin, K. Y., Looi, C. K., & Chen, Y. H. (2021). Explorations of two approaches to learning CT in a game environment for elementary school students. Journal of Computers in Education, 9, 261-290. https://doi.org/10.1007/s40692-021-00203-x
Madariaga, L., Allendes, C., Nussbaum, M., Barrios, G., & Acevedo, N. (2023). Offline and online user experience of gamified robotics for introducing computational thinking: Comparing engagement, game mechanics and coding motivation. Computers & Education, 193, Article 104664. https://doi.org/10.1016/j.compedu.2022.104664
Mason, S. L., & Rich, P. J. (2019). Preparing elementary school teachers to teach computing, coding, and computational thinking. Contemporary Issues in Technology and Teacher Education, 19(4), 790-824.
Murillo-Zamorano, L. R., López Sánchez, J. Á., Godoy-Caballero, A. L., & Bueno Muñoz, C. (2021). Gamification and active learning in higher education: Is it possible to match digital society, academia and students’ interests? International Journal of Educational Technology in Higher Education, 18, Article 15. https://doi.org/10.1186/s41239-021-00249-y
Nie, A., Brunskill, E., & Piech, C. (2021). Play to grade: Testing coding games as classifying Markov decision process. Advances in Neural Information Processing Systems, 34, 1506-1518.
Özcan, M. Ş., Çetinkaya, E., Göksun, T., & Kisbu‐Sakarya, Y. (2021). Does learning to code influence cognitive skills of elementary school children? Findings from a randomized experiment. British Journal of Educational Psychology, 91(4), 1434-1455. https://doi.org/10.1111/bjep.12429
Panagiotarou, A., Stamatiou, Y. C., Pierrakeas, C., & Kameas, A. (2020). Gamification acceptance for learners with different E-skills. International Journal of Learning, Teaching and Educational Research, 19(2), 263-278. https://doi.org/10.26803/ijlter.19.2.16
Papadakis, S. (2021). The impact of coding apps to support young children in computational thinking and computational fluency. A literature review. Frontiers in Education, 6, Article 657895. https://doi.org/10.3389/feduc.2021.657895
Relkin, E., de Ruiter, L., & Bers, M. U. (2020). TechCheck: Development and validation of an unplugged assessment of computational thinking in early childhood education. Journal of Science Education and Technology, 29(4), 482-498. https://doi.org/10.1007/s10956-020-09831-x
Rich, P. J., Browning, S. F., Perkins, M., Shoop, T., Yoshikawa, E., & Belikov, O. M. (2019). Coding in K-8: International trends in teaching elementary/primary computing. TechTrends, 63, 311-329. https://doi.org/10.1007/s11528-018-0295-4
Sailer, M., & Homner, L. (2020). The gamification of learning: A meta-analysis. Educational Psychology Review, 32(1), 77-112. https://doi.org/10.1007/s10648-019-09498-w
Sanchez, E., van Oostendorp, H., Fijnheer, J. D., & Lavoué, E. (2020). Gamification. In A. Tatnall (Ed.), Encyclopedia of Education and Information Technologies (pp. 816-827). Springer International Publishing. https://doi.org/10.1007/978-3-030-10576-1_38
Scherer, R., Siddiq, F., & Tondeur, J. (2019). The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education. Computers & Education, 128, 13-35. https://doi.org/10.1016/j.compedu.2018.09.009
Schöbel, S., Schmidt-Kraepelin, M., Janson, A., & Sunyaev, A. (2021). Adaptive and personalized gamification designs: Call for action and future research. AIS Transactions on Human-Computer Interaction, 13(4), 479-494. https://doi.org/10.17705/1thci.00158
Threekunprapa, A., & Yasri, P. (2020). Unplugged coding using flowblocks for promoting computational thinking and programming among secondary school students. International Journal of Instruction, 13(3), 207-222. https://doi.org/10.29333/iji.2020.13314a
Toda, A. M., Valle, P. H., & Isotani, S. (2018). The dark side of gamification: An overview of negative effects of gamification in education. Proceedings of Higher Education for All. From Challenges to Novel Technology-Enhanced Solutions: First International Workshop on Social, Semantic, Adaptive and Gamification Techniques and Technologies for Distance Learning (pp. 143-156). Springer. https://doi.org/10.1007/978-3-319-97934-2_9
Tseng, J. J., Cheng, Y. S., & Yeh, H. N. (2019). How pre-service English teachers enact TPACK in the context of web-conferencing teaching: A design thinking approach. Computers & Education, 128, 171-182. https://doi.org/10.1016/j.compedu.2018.09.022
Vanduhe, V. Z., Nat, M., & Hasan, H. F. (2020). Continuance intentions to use gamification for training in higher education: Integrating the technology acceptance model (TAM), social motivation, and task technology fit (TTF). IEEE Access, 8, 21473-21484. https://doi.org/10.1109/ACCESS.2020.2966179
Venkatesh, P., Das, S., & Das, A. K. (2021). Design and development of low-cost unplugged activities for teaching computational thinking at K-5 Level. In A. Chakrabarti, R. Poovaiah, P. Bokil & V. Kant (Eds.). Design for Tomorrow—Volume 3. Smart Innovation, Systems and Technologies (pp. 523-534). Springer. https://doi.org/10.1007/978-981-16-0084-5_42
Venkatesh, V., & Davis, F. D. (1996). A model of the antecedents of perceived ease of use: Development and test. Decision sciences, 27(3), 451-481. https://doi.org/10.1111/j.1540-5915.1996.tb00860.x
Vyas, L. (2022). “New normal” at work in a post-COVID world: Work–life balance and labor markets. Policy and Society, 41(1), 155-167. https://doi.org/10.1093/polsoc/puab011
Yang, G. W. (2018). The effect of unplugged role-play on learning motivation and academic achievement focusing how computers work. Journal of Knowledge Information Technology and Systems, 13(2), 221-229. https://doi.org/10.34163/jkits.2018.13.2.004
Yeboah, R., Abonyi, U. K., & Luguterah, A. W. (2019). Making primary school science education more practical through appropriate interactive instructional resources: A case study of Ghana. Cogent Education, 6(1), Article 1611033. https://doi.org/10.1080/2331186X.2019.1611033
Zainoddin, A. I., Othman, N. A. F., Jaini, A., Ismail, M., & Radzi, S. F. M. (2022). Modelling intention to accept gamification in learning among university students in Malaysia. International Journal of Academic Research in Business and Social Sciences, 12(9), 712-720. https://doi.org/10.6007/IJARBSS/v12-i9/14577
Zatarain Cabada, R., Barrón Estrada, M. L., Ríos Félix, J. M., & Alor Hernández, G. (2020). A virtual environment for learning computer coding using gamification and emotion recognition. Interactive learning environments, 28(8), 1048-1063. https://doi.org/10.1080/10494820.2018.1558256
Zhao, L., Liu, X., Wang, C., & Su, Y. S. (2022). Effect of different mind mapping approaches on primary school students’ computational thinking skills during visual programming learning. Computers & Education, 181, Article 104445. https://doi.org/10.1016/j.compedu.2022.104445
ISSN 0128-7680
e-ISSN 2231-8526